Four raymarched volumetric effects for Unity 6 URP — lighting, fog, clouds & explosions. Compute-shader driven, Post Process Volume controlled. Plug-and-play prefabs included.Bring your Unity 6 URP scenes to life with four fully integrated, compute-shader powered volumetric effects — all controllable directly from the Post Process Volume.✨ What’s IncludedVolumetric Lighting — Screen-space raymarched light scattering with tint, intensity, and scatter controls. Zero scene setup required.Volumetric Fog — 3D texture fog with placeable FogVolume zones. Supports colour, density, wind drift, and noise-based wisps.Volumetric Clouds — Fully raymarched cloud layer with self-shadowing, animated wind, coverage, and scattering. Renders at any altitude.Volumetric Explosions — Runtime-spawned volumetric explosions with custom radius, colour, and auto-fadeout. Up to 64 simultaneous blasts.🔧 Easy IntegrationDrop in three prefabs — LightingManager , FogVolume , and Global Volume — and you’re rendering in minutes. All visual parameters are exposed through standard Post Process Volume overrides, so everything works with your existing volume blending and layer setup.⚡ Performance FirstEvery system is built around compute shaders and 3D density textures. Raymarch sample counts are fully adjustable so you can dial in the quality-performance balance for any target platform. Both render passes automatically skip Preview and Reflection cameras.📋 RequirementsUnity 6+ with Universal Render PipelineRender Graph enabledGPU with compute shader supportDepth Texture enabled on URP Pipeline AssetTechnical DetailsUnity Version: Unity 6+ (6000.0 and above)Render Pipeline: Universal Render Pipeline (URP) with Render Graph enabledAPI: VoxelRenderer.Rendering namespaceShader Model: Requires GPU compute shader supportSystems4 independent volumetric systems: Lighting, Fog, Clouds, ExplosionsVolumetric Lighting — screen-space raymarch, Post Process Volume driven, no scene script requiredVolumetric Fog — compute-shader 3D texture, camera-following volume, up to 64 simultaneous FogVolume zonesVolumetric Clouds — raymarched 3D cloud layer with per-step self-shadowing, animated wind, procedural noiseVolumetric Explosions — runtime-spawned, auto-fading, up to 64 simultaneous explosions, dynamic volume resizeRendering2 URP Renderer Features: VolumetricLightingRendererFeature , VolumetricCloudsRendererFeature Render pass injection point: BeforeRenderingPostProcessing Both passes skip Preview and Reflection cameras automaticallyFog injected globally via compute shader (no Renderer Feature required)Requires Depth Texture enabled on URP Pipeline AssetCompute Shaders VolumetricFogCompute.compute — evaluates fog density into a global 3D texture ( _FogDensityVolume ) VolumetricClouds.compute — generates procedural cloud density into _CloudDensityVolume VolumetricExplosions.compute — writes explosion density into _ExplosionDensityVolume 3D Volume Resolutions (all adjustable)Fog: default 128³, camera-snapped to prevent swimming artefactsClouds: default 128³, world bounds configurable per sceneExplosions: default 128³, auto-resizes to tightly fit active explosionsFiles3 compute shaders, 2 shaders, 3 prefabs, 2 URP assets, 8 C# scripts⚠️ Please Note: All environments, models, and assets shown in marketing screenshots and preview images are not included. This package contains the volumetric lighting system only.




